using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace ciiattack
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Player player;
        EnemyManager enemyManager;
        MissileManager missileManager;
        private SpriteFont scr;
        public int resultat;

        private void startTheGame()
        {
            enemyManager = new EnemyManager(this.Content.Load<Texture2D>("enemy"), new Vector2(16), this.spriteBatch);
            missileManager = new MissileManager(this.Content.Load<Texture2D>("missile"), new Vector2(2.0f, 4.0f), this.spriteBatch, enemyManager);
            player = new Player(this.Content.Load<Texture2D>("player"), new Vector2(16), this.spriteBatch, missileManager, enemyManager);
            enemyManager.StartTheGame(3);
        }

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            graphics.PreferredBackBufferWidth = 240;
            graphics.PreferredBackBufferHeight = 480;

            graphics.ApplyChanges();

            IsMouseVisible = true;
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            base.Initialize();

            this.LoadContent();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            scr = Content.Load<SpriteFont>("score");
            startTheGame();
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            resultat = this.player.Update(gameTime, scr, resultat);
            this.enemyManager.Update(gameTime);
            resultat = this.missileManager.Update(gameTime, resultat);

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            this.spriteBatch.Begin();

            this.player.Draw(gameTime);
            this.enemyManager.Draw(gameTime);
            this.missileManager.Draw(gameTime, scr, resultat);
            //this.spriteBatch.DrawString(scr, resultat.ToString(), new Vector2(10, 20), Color.White);
            this.spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}